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> Meanwhile, consider a 3x3 object. That's 192x192 = 36,864 pixels. Assume it has a 60 fps, 2-second animation loop. That's 4,423,680 pixels. With 8 bytes per channel and 4 channels (RGBA), that's about 17.7 MB, which allows you to store 56 objects per GB.

I am assuming that they are laveraging multiple compression technics like using texture specific compression on the gpu, or sub sampling the resolution directly. 8 bytes per channel seems rather large here as well.

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> 8 bytes per channel seems rather large here as well.

That was a typo. I meant 8 bits per channel.

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